I honestly beleieve that there isn't a game on the market that can get the feel of the movies "just right". Movies are narative constructs with no elements of random chance. Once the dice hit the table in a Star Wars RPG, you are going to get a different "feel" from the movies.
Playing Star Wars A New Hope could easily see Luke rolling a despair when trying to retrieve the Princess' message and perhaps destroying it. Han may have shot first in the Cantina, but he could have rolled a 1 on a D20 and blown a hole in his foot.
Games are not movies. Movies are not games. Find the game that does it "close enough" and have fun.
Yes, however I'd consider it poor GMing or poor adventure design to allow Luke to "destroy" Leia's message upon rolling a despair. Perhaps a despair would mean accidentally setting off a transponder that allows the Stormtroopers to track him down more quickly.
But the GM has a LOT of leeway in this system to determine what a "failure", "success", "threat", "advantage", "despair" and "triumph" mean. It doesn't HAVE to mean "you fail completely and are unable to proceed in the adventure."
The "Beyond the Rim" adventure has examples of rolling an Astrogation check to make the trip out to your destination planet.
If you get a good success, you make it there without complication. If you fail the roll, you might have to jump twice, or have a run-in with a bounty hunter before you arrive.
But even on a "failure" you still arrive at your destination. Because that's where the adventure is.
You don't have to interpret the failure of a skill check as a complete failure of that skill unless that's what you think is best for your campaign. Maybe it just means what you tried to do is more complicated than you thought, or it alerts somebody that you're doing it. And so on.